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View, browse and sort the ever-growing list of sessions by day, time, pass type, topic, and format. With this Session Viewer, you can view session and speaker details for Game Developers Conference 2024.

You will be able to build your schedule with the GDC Mobile App. The GDC 2024 app will be available for download in Apple Apps and Google Play late February 2024.

Sessions do fill up and seating is first come, first serve, so arrive early to sessions that you would like to attend. Adding a session to your schedule does not guarantee you a seat.

Fair Play Summit: Designing for a Dark Night of the Soul

Claris Cyarron  (Creative Director, Co-Founder, Silverstring Media)

Location: Room 209, South Hall

Date: Monday, March 18

Time: 3:10 pm - 3:40 pm

Pass Type: All Access Pass, Core Pass, Summits Pass, Expo Pass, Audio Pass, Indie Games Summit Pass - Get your pass now!

Topic: Advocacy

Format: Session

Vault Recording: Video

Audience Level: All

Single player games can — and should — design for player well-being as much as online multiplayer games. In this session, Silverstring Media's Creative Director Claris Cyarron dives into three essential design "plays" that the team used in Glitchhikers: The Spaces Between to facilitate player safety and comfort, even while exploring sometimes difficult and provocative ideas. Learn how to communicate designer intent, give the player agency over their own comfort levels, create inclusive spaces that feel safe, and shape opportunities to check in with your players directly, even from within the game itself. This inspirational and chill talk is not all big promises and smooth sailing, though.

The second half will feature a bit of a post-mortem on Glitchhikers, examining where the team encountered challenges to implementing these "plays," where there is room for improvement, and some of the additional solutions we've employed since launch.

Takeaway

The audience will learn solid and broadly applicable techniques to better communicate designer intent, give the player agency over their own comfort levels, create inclusive spaces that feel safer, and shape opportunities to check in with your players directly from within the game. Also there will be chill music.

Intended Audience

Developers, marketers, producers, community managers and researchers can all get something out of this talk. No prior knowledge is necessary. This information will be particularly helpful for those working on games with single player narrative elements, and also those looking to foster better communication and trust with their players



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